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SS: Legions, 0.92 released for August 02, 2010.

  1. #751
    Member Richter's Avatar
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    There we were, ready to charge the loyalist scum, and then suddenly we were under fire from our west flank. Batshit mental. We turn to return fire, and somehow they sneaked a bunker in, right next to us! We didn't have any meltas so we got the hell out of there. CREEEEED!

  2. #752
    Member rev_draconis's Avatar
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    Lost in the Wastelands of my mind!
    only thing I have run into is CTD when attacking the Tau stronghold, (playing as SM)
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

    - Nietzche -

  3. #753
    Member jaylo138's Avatar
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    There are quite a few tweaks needed to make it work in the campaign like it does in skirmish.
    For example the commanders use the original campaign wargear files for their in battle upgrades, which they shouldn't as requirements are added to them it breaks the wargear for the campaign.
    They should be using renamed copies.

    The necrons start with a summoning core instead of a monolith, which means instant win\loss in campaign battles.

    Also some changes have only been applied to the skirmish commanders & not the campaign ones.

    As i'm a modder myself i've made various tweaks so it generally works in the campaign although i havn't got as far as testing the stronghold missions yet.
    I have done quite a lot of stuff in the campaign, recoloured & added specularity to all 9 races, added 2 more squad types for territory reinforcement for each race, all territories except strongholds use random objectives, mix 'n' matched & recoloured all the space marine icons as i use the Ultramarines & i've enabled the auto abilities mod for the campaign.
    Remember.... no matter where you go, there you are.

  4. #754
    The campaign was never really a focus of mine to be honest and blunt about it and I freely admit to being a bit lazy with what I modded as a result of that; commander wargear files being one example!

    Im busy and tired at the mo and have had little chance even to speak with Marstone about the gubbins he's plugging away at so not much of any update right now except me playing with some ideas.

    Anyone got any ideas on making transports viable in later tiers?
    Soul Storm Legions Mod, 0.95, 05 April, 2013
    http://forums.relicnews.com/showthread.php?267803

  5. #755
    Member Purple's Avatar
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    Well, if you need ideas here I go for a try.

    One option would be to have transports go the way of the SM razorback, the only really viable transport in my eyes.

    The thing can get a variety of weapons and I just love to keep it in the late game as a cheap AT sniper.

    - Hence: T3 Weapons or Armor updates


    - Maybe have the smoke launchers on regular Rhinos become a passive ability in T3 that gives the cover bonus to friendly troops around it without micro?


    - Allow mounted troops in Chimeras to fire their weapons and not lasers in T3.
    A chimera with a bunch of plasmas would make me think of using it even against heavy odds.


    - Fix the Chimera so that it does not turn toward the target it is attacking.
    The thing already has a rotating turret so it can fire either way but as soon as it acquires a target it rotates to face it hence making the infantry in their firing ports unable to fire at the target at all.

    Also, give it some stronger gun. That thing is nigh useless against anything with more armor than a guardsmen.


    - Finally, Hunter Killer Missiles just take to long to recharge.
    I almost newer get to use them twice on the same vehicle in the same match.
    ku, ku, ku.

  6. #756
    Some vehicles are getting armour and weapon upgrades but unless someone else models them and is gracious enough to allow others to use those models, any more upgrades will not be seen here anytime soon.

    Also I am thinking more along the lines of making transports more viable in a way aside making them more destructive. Otherwise I could just add a transport capacity to a predator (etc...) and scrap transports altogether.

    The problem is quite simply the size of the maps in my opinion, most of them not being of a size where many of the transports offer much. A speed boost is one basic idea but still... Not very inventive...

    Fixing things like the Chimera's rotation is not my bag, as far as I am aware that is game code. The multi lazer itself I can look at however. Maybe a T3 upgrade to its fire rate or something.

    HK missiles are supposed to be a one use thing, so that is deliberate. I am however toying with the idea of making them a long recharge thing, but no so long as it is now. They are kinda powerful afterall, and have essentially unlimited range...

  7. #757
    Member marstone's Avatar
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    I had 2 idea for the transports:
    1. Make the razorback only use 1 support point instead of 2.
    2. Maybe see if you can code in an ability to recharge the HKM for a big cost or something.
    Last edited by marstone; 27th Feb 10 at 8:50 AM.

  8. #758
    Member Purple's Avatar
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    Luprica, a forge world on the oposite side of the eye of terror. Contemplating treason and revenge.
    I have to report a bug.

    On that victory conditions with the super workers. If you load your workers into a transport you lose the game.

    Also, the colony victory condition just spits out a scar bug.---
    Even if some transports were 5 times as fast I would still not use them.

    To explain, the Tau, Eldar and Ork transports are excellent because they are essentially light tanks with transport capacity.

    The IG transport is good in that it essentially busts the survivability of the unit inside but the whole rotation thing is ruining it.

    I think that Rhinos (unarmed as they are) should cost no Vehicle Points. That would make them non intrusive.
    Last edited by Purple; 27th Feb 10 at 9:33 AM.

  9. #759
    Member marstone's Avatar
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    If I remember right, rhinos use no support cap, only the razor backs.

  10. #760
    Member Jaguar-Lord's Avatar
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    @Geberman :
    The problem is quite simply the size of the maps in my opinion, most of them not being of a size where many of the transports offer much
    size does matter indeed, you may be interested in the fact that 2048x2048 maps are now possible, this add a whole new strategic vector wich is logistic and force projection.
    the only problem with 2048x2048 maps is that they take a hell of a time to make !! it is twice, *corection : four times !* the surface of a 1024x1024 map and a lot of ground to cover.

    JL

    edit: i just saw that you already new that..;never mind a little reminder does not harm.
    Last edited by Jaguar-Lord; 28th Feb 10 at 7:30 AM.

  11. #761
    I am aware of that Jag, had a crack, my ME took a month to do anything and not only that, its FOUR times the area of a 1024 x 1024

  12. #762
    Hey gerberman! amazing mode dude! I love it!
    cant wait for it to be finishd!!
    btw umm when will you release the next version?

  13. #763
    Member marstone's Avatar
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    The next version might be awhile away, Gerb has been very busy in the real world.

  14. #764
    I test the mod for a while.
    Necron's Ai is strange. They built energy generator slowly or built nothing.
    Sometimes they even don't built the HQ.

    I think Pylon Strike is too strong. Rapid colddown, long range, just need 500 energy, killing HQ by one hit.

    Maybe other races has the same problem with uber abilities.

    As my opinion, Tau's relic unit is weak enough.
    Though their are two strategies for Tau, I think everyone would choose the right side.

    Anyway, great mod. Hoping that next version will fix the pink icons.
    Last edited by shadowwolf; 19th Mar 10 at 3:56 AM.

  15. #765
    Member daniel211288's Avatar
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    hello, gerberman, sorry, I'm not really speak English and I use an online translator, help please, I'm doing based on your fashion for themselves and wanting to learn a model of fashion Hellhound Firestorm encountered the following problem in a battle does not appear the model, if encountered in the development of its fashion with this problem please how to solve it?

  16. #766
    Member marstone's Avatar
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    Shadowwolf: I thought I fixed that error in coding, I'll look into it.
    The pylon strike is a temp position, probably the cost too, and most likely damage also.
    Which tau relic unit, they have 2, the bigger broadsides and the greater karloc. I personally don't take the side mont'ka path because i like my troops healing on the front line.

    daniel211288: Sorry wish I could help but not my part of the mod.

  17. #767
    The greater karloc stands in the front line and die soon.
    Though you can built two. Their power are far away form other races. They move quickly, but have low health.
    Sometimes I feel that built them is wasting resource.
    Mounted karloc costs too much, and has the same situation with greater karloc. Even though. they are a little better than the greater karloc.

    I choose Kauyon path, but can't see big efficiency of Kroot units.
    So I prefer Mont'ka path to gain powerful firepower.

    Just my thought.
    Last edited by shadowwolf; 19th Mar 10 at 10:33 PM.

  18. #768
    Member marstone's Avatar
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    But the karlocs are designed to be in the front line with kroot and a broadside & firewarrior coverfire. Not justa send in and rape everything unit.

  19. #769
    Hullo all!

    Ok few posts to reply to:

    Shadowolf: Pylon strike is a little more powerful than the nuke, but has a smaller area of effect. Tau have three relic options: The Broadside vets, the skyray, and the dinosaurs. The dinosaurs are basicall what they were, but with half the health and half the damage output, but they are 2x from the original one. If they die quick, use them differently!

    Daniel, if you are talking about modelling when you say 'fashioning' I am not a modeller, and so knwo nothing of this!


    How is everyone? I fired up Corsix the other day and had a tinker, but did little. Next version... sometime not too far away, but as my buddy has said, busy as hell at the mo.

  20. #770
    Member daniel211288's Avatar
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    Hello again, Gerberman. If this is what I think it's just not understand me because of a mistranslation, and the solution to your problem I found. If you are interested I can upload their modification as soon as finish it, all the same for the background I just Legions.

  21. #771
    Oooh!! So there is a problem with the hell hound model in game itself, understood, I thought you meant yuo had made a model and could not get it in game...

    No one else has spoken of this problem, perhaps a problem with your installation of the mod..?

    Do tell me more though, just in case and thanks for your help

  22. #772
    Member daniel211288's Avatar
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    The problem was by using the model of the firestorm. Instead, the model was a pink box that says "bad model".
    I decided to improve the mod legions, adding a few units of the firestorm and tabletop round-up mod, as well as with the use of combiner mod adding four races

  23. #773
    Member Richter's Avatar
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    Holy crap he lives! It's gerb!

  24. #774
    err.... the daemonettes are pink cubes o.0

  25. #775
    Member Richter's Avatar
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    Don't worry, that's a known error.

    Not sure if they got around to fixing that, but it seems to be just with this version that the problem appears. I fixed it by grabbing the daemonette.whm from a gerb or marstone is interested.

  26. #776
    Yeh the Daemonette thing seems to have come from a corruption in the zipped folder. Chaos and corruption? How funny.

  27. #777
    Member marstone's Avatar
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    So .rar is more evil and more corrupt then chaos?
    Well any way, here is the daemonette fix. As normal stick it in your Legions folder and say yes to override.
    Last edited by marstone; 27th Mar 10 at 8:16 AM.

  28. #778
    I've tried playing the Campaign with this mod active, and I am able to attack a region, but there are no objectives and I am unable to finish the map I am fighting on.

    Nice job on the mod by the way!

  29. #779
    can the cheats work ? =P

    it did but after i patched ss it failed ><

  30. #780
    after the patch ss cheats stoped working for me too,so i better im going to play no cheats way.
    "Crush,Kill and Destroy"

  31. #781
    Campaign is borked.

    Cheats are for the weak (as are T1 rushes)

    This is all.

  32. #782
    good point =P i can't stand the fog only =P
    Obama - A champion of Tzeentch
    Fear him =P

  33. #783
    This mod is great! But some of the
    units look a little tiny
    it's probably just me though.
    Last edited by T4-pod; 30th Apr 10 at 2:01 PM.

  34. #784
    No no, some of them are tiny. Its to make them look better next to the buildings, or vice versa. I made some progress on Legions the last couple of days. Maybe an update soon!

  35. #785
    Member Richter's Avatar
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    Ah good. Was gonna give this thread a bump, make sure you weren't dead or nothing. :-)

  36. #786
    Member jaylo138's Avatar
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    @T4-pod
    It's easy enough to change the unit size, just go to any "Gerb_SS_Legions_0.8\Data\Art\ebps\races\any_race\troops" folder & open up the lua files with any text editor & change the vis_scale_min/vis_scale_max numbers.

  37. #787
    Need feedback.

    Gameplay change in the next version:

    HQ's and LP's all have an ability which turns off enemy reinforcement. Transports turn it back on. Think like FoK, but instead of being too far from your own base it kicks in when you are within enemy held areas.

    Thats a big **** you to T1 rushes. Muhuhahahah.

  38. #788
    Member MegaHurtzMPG's Avatar
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    @gerberman

    I vote no. While I think this is a good idea for FoK (although I admit I haven't actually played FoK) I think that implementing it as you described won't actually make the gameplay better. I mean, most people will play this mod vs. ai, and I don't find ai reinforcing to be a big issue as I fend off an attack.

    But I don't feel that strongly about it either, and certainly don't think it would ruin anything. But if it's a lot of work to implement this then my opinion is that putting polish into other areas of the mod first would be far more welcome, but it's your mod so feel free to ignore that part.
    D-uh, which button makes dis thing go?

  39. #789
    Cheers for the feedback Mhz.

    Its not a lot of work (two / three abilities) and its going to both deter early game rushes and more importantly actually make transports a useful thing past T2. VERY useful in fact. And adds a greater degree of strategy.

    I really wanted it to be a win condition type affair but sadly Marstone was never able to get it working like we thought.

  40. #790
    Member marstone's Avatar
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    It sounds like to me, it is something we should try out, if the community doesn't like it we can get rid of it. I you really can't dis something you haven't tried.

    Also Gerb, are you going to have shields in this release?
    Last edited by marstone; 4th May 10 at 5:03 PM.

  41. #791
    Member Richter's Avatar
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    Aye, definitely worth a try.

    I'd like to see it's effects more on standard. Where a T1 rush usually kills me.

    But yes, definitely worth a try. Should be interesting.

  42. #792
    I can understand the thinking in turning off reinforcement near your hq and so on but don't get the thinking why transports turn it back on. Depending on the radius you will need a number of transports in the vicinity. Why not give it to Sargent's and Leader types with maybe a requirement global addon or research to activate it. You cant reinforce whilst in the transport (or did that change)
    "Never argue with an idiot; they just drag you down to their level, and then beat you with experience...."

  43. #793
    Turning off reinforcement near the ENEMY HQ and LP's Grim, not your own!

    And its reenabled by transports for the reasons stated buddy; they are practically useless with virtually no strategic use. Now you have to think about using a transport instead of all the shiny fighting vehicles.


    Marstone; no shields... But I've just remembered why you probably mentino that.... eeeeeeek!

  44. #794
    Member marstone's Avatar
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    That's okay, that project you brought up hasn't been getting attention lately.

  45. #795
    @jaylo138 Really? Never knew about that lol. Good to know.
    And yeah i see what gerb did here with the unit sizes.
    I guess in a way things do look a bit more realistic.

  46. #796
    Member jaylo138's Avatar
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    It may be more realistic but imho enjoyable gameplay should always come before realism. So i put all the sizes back to normal levels so they don't look like ants.
    In most cases the normal level is 1.00 or 1, but some units need adjustment like lootas\flash gitz which i made 0.75 & nobz at 1.2.

  47. #797
    The game is enjoyable.

    It seems to me too many people want to play as SIMPLE a game as possible. I want to have to think. Consider what units are doing. Consider what support units need. If people want to play this like a generic 'click here, click there, click there again, spam "pwnt"' they can find another mod.

    Not aimed at you like, but games are getting simpler and simpler these days. Gone are the epic strategic and tactical masterpeices of a few years ago.

  48. #798
    Member marstone's Avatar
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    I believe it is because to many games are made to be ported over to consoles (so the company who made the game can make more money). The console RTSs can't have the layer of strategy that a computer RTS can have, lack of short keys, a mouse (for ease of movement), etc. But this isn't really the place to have this discussion.

    Jaylo138: The nobs should be taller then the normal orkz, cuz' dem da best in da Waaaggh.
    Last edited by marstone; 6th May 10 at 7:21 AM.

  49. #799
    Ok. So we (Marstone) got addons working in the UI for entities aside buildings. I rejoiced. So I am overhauling the mod to work with this wonderful happening.

    A step close to the flexibility I've been craving. So, the next release I foresaw will be in a few more weeks. But it is coming soon.

  50. #800
    Member Purple's Avatar
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    Luprica, a forge world on the oposite side of the eye of terror. Contemplating treason and revenge.
    Any word about my comment about the IG transport turning to face its enemies and thus reducing the usefulness of the units inside to null?
    (and not just 0 or some small number but actually null as in the value used in C to describe that no value is present)

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